Core/Vehicles:
- Remove some wrong checks in vehicle_accessory loading. - Remove Reset() call from Vehicle::Install() - reset is already called by AI functions
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@@ -114,8 +114,6 @@ void Vehicle::Install()
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}
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}
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Reset();
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if (GetBase()->GetTypeId() == TYPEID_UNIT)
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sScriptMgr->OnInstall(this);
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}
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@@ -223,6 +221,7 @@ int8 Vehicle::GetNextEmptySeat(int8 seatId, bool next) const
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void Vehicle::InstallAccessory(uint32 entry, int8 seatId, bool minion, uint8 type, uint32 summonTime)
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{
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sLog->outDebug(LOG_FILTER_VEHICLES, "Vehicle: Installing accessory entry %u on vehicle entry %u (seat:%i)", entry, GetCreatureEntry(), seatId);
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if (Unit *passenger = GetPassenger(seatId))
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{
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// already installed
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